Sonzaishinai
Sonzaishinai
About
- Username
- Sonzaishinai
- Joined
- Visits
- 13,829
- Last Active
Comments
-
@RodDeWitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3110462#Comment_3110462
MoM doesn't activate when recibing a hit while the killer is carring a survivor, ive been using it all day triying to get an use out of it and it only works whenbyou recibe a hit near an injured survivor. I don't now if its a bug or is how is supposed to worl now, but is weird, i remeber that the old MoM actually counted all of those protection hits like old WGLF
You should probably report that.
It sure sounds like a bug
-
The amount of effort you needed to do to get that free healthstate was almost always not worth it. That's what made it meme tier
Having to have ways to heal yourself 2 times and getting 3 protection hits is a lot to be doing
New MoM is a single protection hit and a heal and you are ready to double block for a tunneled teammate
In the heavy tunnel meta we are in and with how it's much more concistantly activated makes it a much better perk overal.
How people can call this a nerf is mindboggling to me
-
New MoM is for bodyblocking for teammates. You need to stop thinking selfishly to use it.
Get a protection hit and heal up
Then when a survivor gets tunneled you can go bodyblock for them
Then, and this is very important. Don't run away. I don't know why everybody's instinct after getting a shield is to run away from the killer and a injured survivor without a shield but it explains a lot of solo que
Stick to the survivor you just bodyblocked for. If the killer keeps chasing them you can bodyblock for them again.
If the killer stops chasing them let them heal you. If the killer comes back you still have MoM to protect your teammate. If you are healed you can heal your teammate and if the killer comes then you are healthy again anf can still bodyblock for your teammate on top of getting another stack to do it all over again
It's nothing meta defining as bodyblocking doesn't work well against some killers but in the heavy tunneling meta it's honestly very decent to good.
You can severly hamper a killer from tunneling with this perk. It even makes you the obsession so it ruins any stbfl users day.
Only having to heal up once instead of 2 times also makes it a lot less "throw to activate" the old MoM had.
It's honestly mindboggling how people can call this a nerf. It's overal a much better perk and does something survivors desperatly needed.
A way to combat somebody else being tunneled
-
I mean morality of leaving games aside DCing if you are left on hook is just silly
You can just attempt to unhook and fail 2 skillschecks and don't have to face a penalty+lose all your bp
-
I think they are.
It's actually a pretty decent anti-tunnel perk you can equip for your teammates now.
Nothing Meta defining or anything cause it doesn't really work against all killers but definitely better then the meme tier it was before. Needing to heal up only once instead of twice really loses the whole "need to throw the game to activate it"
I'll be honest people who think this was a nerf are kinda tripping
-
That would speed things up quite nicely
I'm for it!
-
If every perk is underpowered
No perk will be
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3108993#Comment_3108993
The killer has no reason to ever deal with the MoM user they can see the aura of, because that survivor cannot work on gens, heal themselves or other survivors, rescue other survivors off hook, or cleanse totems as long as they keep the endurance effect up.
You are trying to say the aura reading is necessary, because there needs to be some kind of risk to MoM. However, MoM endurance means you cannot do anything else without losing it. The aura reading really doesn't offer anything besides just telling the killer to ignore you.
Please tell how you don't deal with a survivor that is standing in a doorway when the survivor you were chasing is behind them. You'll never catch anyone again if you don't hit them eventually.
Again can we please stop pretending that a competent survivor with endurance is going to sit in the corner of the map crying cause you are ignoring them. They'll make it so you can't ignore them.
-
@usesPython said:
https://forum.deadbydaylight.com/en/discussion/comment/3108942#Comment_3108942
It's unlimited endurance as long as you're doing nothing to progress the game since now conspicuous actions will disable MoM, if someone wants to basically throw the game by not doing gens so that they can take an endurance hit they would have been able to take with Dead Hard anyways then it's benefiting me as a killer more from the free slowdown than if they literally hadn't put on the perk in the first place.
T3 MoM aura reading will either not proc since you go for the hit on the person who just took a protection hit after baiting out dead hard and OTR in which case the aura reading is pointless, or it'll proc and tell the killer they're getting loads of free pressure from one person not doing gens, or it'll proc and the MoM user will get back on a gen without using the endurance and have probably been an active detriment to their team trying to get the protection hits
Literally who in their right mind would ever use Mettle of Man over Dead Hard in its current state
If you mistime dead hard when trying to bodyblock you are giving the killer a free down. MoM works no matter what and can be used with other exhaustion perks on top of it. You can take a protection hit causing Mom to activate, take an endurance hit and then still Lithe away after that. Trying to use dead hard for bodyblocks is just asking for trouble
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3108942#Comment_3108942
If a survivor is holding onto it, they are literally doing nothing. Any killer who is just seeing a survivor's aura at a distance without it being a result of their own perk is going to know to avoid that survivor since they can't do anything as long as they are seen.
The aura reading being a downside to just holding the endurance effect would make sense, if the endurance effect already didn't prevent you from moving the survivor objective forward.
You can't avoid a survivor who is standing in your way to another one. Why do people act like someone with endurance is going to go to a corner of the map and sit there. They are going to be hovering around the killer looking for the body block.
Also that this is a waste of time is a thing of the past. With the new update you can't outrace a killer who tunnels effectively anymore. If you aren't actively trying to stop tunneling you are helping the killer. Two people who are on gens while 2 stop the killer from progressing their objective beats 3 people on gens and one who is about to die in this patch
With the aura reading the killer can atleast drop the chase and know later if they can commit.
-
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3108880#Comment_3108880
The aura reading shouldn't be there at all. Please give me a good reason for the aura reading since you agree ir shouldn't even be in play?
The aura reading is there to prevent survivors holding on to it.
It's unlimited endurance. There needs to be some cost to it.
Especially if they don't make a exception about endurance bodyblocks.
Cause as it reads you get stacks for bodyblocking with the endurance effect too which means that every time you get healed you have 2 bodyblocks in your pocket.
There needs to be some way for the killer to know if they can actually commit to a survivor instead of having to fear someone who takes 3 hits to down to jump infront of other survivors all the time
If it didn't have aura reading it would need a set duration. I prefer the aura reading it's way more interresting
-
The point is to protect your teammates with it. The aura reading should never even come into play unless the killers stops going after you and the person you bodyblocked for.
Why is everybodies instinct after getting a shield to run away from the killer and a injured teammate?
I feel people really aren't thinking broadly with this change. Seems to me it's going to above decent.
-
-
Old OoO wouldn't be that bad if the game becomes a 1v3 because of it.
Remember that doing anything usefull removes the endurance/aura
I honestly like the change. Gives us a change to combat tunneling ourself instead of hoping your solo q teammate brought anti tunnel perks
-
@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/3103827#Comment_3103827
https://forum.deadbydaylight.com/en/discussion/comment/3103534#Comment_3103534
Killers literally should be unbeatable. DbD is NOT a 1v1 against the Killer, it is a 4v1 where every Survivor can be downed three times. You should literally never be able to escape from a killer, only delay them as much as possible and count on your team to make the most of the time you buy them.
Delaying the killer so your team can finish gens is what i mean by "beating them"
-
@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/338668/not-sure-mom-was-a-nerf
well yes, but actually no... i would rather say that this perk was nerfed if you play solo survivor, but it's buffed if you play in a SWF (before it could be used for getting away from the killer, now it's a stronger perk if your goal is to bodyblock the killer)
You don't need to be in swf to bodyblock.
Solo players should really learn that
-
It is now a anti tunnel perk for your team.
For every other bodyblock you can stick by the tunneled survivor instead of running away.
The killer has to either take another bodyblock or stop tunneling.
If he stops the tunneled person can heal you. If the killer comes back you still have MoM. When you are healed you can heal the tunneled survivor and if the killer comes back you can still bodyblock and it makes the next activation even sooner.
The more i think about it the more i realise the community was really silly having the kneejerk reaction of calling it a nerf
It actually seems to be a decent perk now instead of meme tier
-
Take this scenario
You're a doctor and you just hooked a Feng. She gets unhooked and you plan on tunneling her out of the game.
You go to the hook and find Ash with a medkit who bodyblocks you from going after Meg. No biggie hit him, he runs away continue to tunnel
A bit later you hit Feng and OTR activates. Just chase her down once more.
Ash in the meantime has healed and is bodyblocking again. You hit him again and he runs after the Feng and he keeps bodyblocking. You hit him again and he runs of with endurance from MoM
You just worked for 4 hits with nothing to show for it, 2 survivors were on gens the entire time. Both have not even used their exhaustion perks. Could very well be if you keep chasing the Feng that's going to Lithe for more distance
Now maybe that's me but that doesn't seem that hard to pull off. Even in solo if the Ash has bond equiped.
-
@Norhc said:
Meh. Making it an Endurance perk now makes it compete with DH and OtR who objectively are much better perks, even for body blocking. MoM is utterly dead.
You're not going to have OTR when someone is else is being tunneled and you can use MoM with other exhaustion perks.
Bodyblock, MoM activates. Stick around to bodyblock again and if the killer chases you you can use the speedboost from MoM to sprint to a vault to then sprint away again with lithe
And all it took to enable this was a single bodyblock before
If you try to bodyblock with dead hard and misstime it you just gave the killer a free down. Dead Hard for bodyblocking is just risky
-
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3108309#Comment_3108309
You ignored a few killers, Bubba, Legion actually counters this, Plague, huntress, and maybe a few others can go through new MoM, all new MoM is countering is killers who aren’t designed for looping and not being semi-helpful against all killers, this is a nerf and a hard one at that
and another thing, a perk should make you the anti-tunnel tool, it should make the one being tunneled the anti-tunnel tool as that allows 3 people to work on gens, not 2
It doesn't work against some killers but others can't do anything against it.
A ghostface is going to have to eat 2 bodyblocks in a row if the bodyblocking survivor is skilled enough. The mayority of the m1 killers are.
I'm not arguing this perk is going to be top tier. I'm arguing it's better then the old one.
-
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3108274#Comment_3108274
No thats situational as thats ONLY if they are being tunneled in shack, if you are chasing the killer like that you are wasting your time when that time spent could be used on generators
It completely removed a part of the perk that made it fun and just turned it into a perk that will probably almost never work as you want due to recovery speed changes (and STBFL will just get you downed instead), its a tank perk, not a throw yourself at the killer perk
And if BhVR is still trying to band-aid fix tunneling through making 2 survivors not work on gens instead of 1 then I don’t think they know the negatives to tunneling
That was an example. Bodyblocking works everywhere unless you are facing spritit or nurse
@StarMoral said:
You literally tell the killer if you have MoM. They can ignore you and you either have to chase them to use the perk or deactivate it by doing... Really anything.
For a perk that was already meh, it is definitely a nerf.
You don't tell the killer
That's the point i'm making. Don't get out 16m range and they won't know
Just stick to the tunneled person. If the killer is far enough to see your aura then they aren't tunneling anymore
-
@dspaceman20 said:
Yeah but that's two people not doing gens at all. And with the increasing gens times plus the killer stacking multiple slowdowns I don't think survivors have the time to have 2 people off gens
2 persons not doing gens while preventing the killer from progressing their objective beats 1 person not doing gens but dying shortly after.
You can't race with the killer anymore. You'll need to take action to prevent tunneling and this new MoM improves that significantly
-
@Hoodied said:
So basically they made it a situational perk into a situational perk that also makes you only able to bodyblock for its entire duration it exists or else you lose it, no its a nerf and an extremely hard one at that as now you can’t store it for later
It isn't situational anymore. I thought people were getting tunneled constantly?
With new MoM every second body block comes with one for free and if the killer leaves while you stick with the tunneled survivor they aren't being tunneled anymore and it did it's job
-
@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3106838#Comment_3106838
Some of these perks help turn the trial into more of a story, Thana is one. It should be more than just part of a sweaty build for Legion and Plague. It's cool when a Huntress runs Huntress Lullaby.
It will make a fun minigame like how bbq used to be a bit of a minigame
-
@YOURFRIEND said:
You can't have it that way cuz it encourages hard tunneling. They should have just messed with the percentages instead of butchering it for every killer every plague.
Yeah that's true.
Sigh, i liked thana. I don't want to use it in the current state but i'm not sure i want to after the change.
I'll try and see i guess
-
@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/338517/with-the-upcoming-thana-change
A dead survivor would no longer be afraid of death.
The remaining survivors should be more afraid of dead if it's in the vicinity
The dead survivor doesn't need the speed penalty. I'm fine with that
-
The problem is that tunneling is not a easy thing to fix.
It should not be impossible for a killer to down a recently unhooked survivor or we go back to the survivor has a immunity shield thing old DS had
Best way imo is not to try and make tunneling harder but make it less effective.
Buff survivors when one is dead and nerf them slightly each time they are hooked will make spreading hooks more viable for example.
So long as a 3v1 is so advantagous for the killer tunneling/camping will always be the best option unless you make the survivor immune which brings it's own problems.
-
Yup it works that way
Even killer powers like Legion's killer instinct or doctors static blast
-
@Nazzzak said:
The only thing I find off-putting about this game is the community. No update or patch or dev has ever made me wanna quit this game, but the community? Absolutely
I agree
I'm sure it is the worst community out there.
Other games might have more extreme cases of toxidity but i have never seen a community be so negative in general about practically everything.
-
@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/3103996#Comment_3103996
You're counting the 10 from base.
Thana itself only increased by 2%. That's 4 seconds.
You can't say thana is busted and include a base game time change...that's not the perk...
Thana before update made gens take 100 seconds
After update 115 seconds
Ofcourse you should add the base change as well. Larger base means more is effected by the percentage
It would be very silly if you didn't count that in. It all hangs together
-
@BBQnDemogorgon said:
The math just isn't on the side of people complaining about the thana buff.
It's numbers are a a few extra seconds more after the update...
15 more seconds since before the update is more then a few
Don't forget it got double buffed
-
@TheGrimQueefer said:
https://forum.deadbydaylight.com/en/discussion/338208/prove-thyself-counter
Let me guess. It's the new DH or DS and needs nerfed?
I sometimes run the perk in solo queue to attempt to offset the gen slow down perks killers are running & score some quick BP. However, it's almost useless later in the game & is also useless or time consuming trying to find a gen with another survivor on to make use of it. The main benefit is spawning near a gen with another survivor & hoping we can pop one gen before everything goes south (i.e. the game ends at 3 gens).
@Droneinthrwind said:
A yes, as I thought. Soon killer mains will start to complain about "this is not happening". It's 30% bigger skill checks and gens get done faster by 2sec. Please nerf.
Really It's just new meta. Chases are faster so survivors need to do gens faster. Wait 5 years for bhvr to change this meta. Where is nothing else worth running. Heal builds are killed with botony and self care nerfs. Chase builds are killed. You can slap on lithe but it's no dead heart. What else are survivors supposed to run? Meme builds? They get boring fast too.
This person isn't here to complain but ask for advice on how to beat it.
They are someone who are trying to be better before asking for nerfs.
Maybe read what is said instead of what you want and you'll find that a lot of "insert main here complain about everything" is all in your head
-
@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/3103435#Comment_3103435
The Killer is the power role, if somebody spent 3k hours mastering literally every facet of a specific Killer they quite frankly deserve to be unbeatable
That's not really true
Everyone deserves a chance to win.
If a team of equally experienced survivors can't beat a expierenced nurse no matter what then something is wrong.
Not saying this is the case just the whole experienced people deserve to be unbeatable statement is flawed.
Unbeatable doesn't fit in multiplayer games. That's for single player as the AI doesn't mind being a plaything yet
-
Don't forget your sound is muffled a bit when you crouch or sit in a locker so Iron will isn't really as dead as people say it is.
Bit the bullet with a medkit is also amazing if you like the houdini playstyle
-
Oni is a snowball killer like myers is.
He has a weak start but can turn things very fast around once his ability comes online.
Problem with Oni is that if you are still learning him that he is very hard. If you can't make his demon dashes count you will struggle
If you can then he quickle makes up for his weak early game
-
They probably will show statistics
When an actual reasonal amount of time has passed
This is why they don't show it often. Most people in the community don't understand it.
Showing them now when everyone is having growth pains of the changes would be pointless.
-
@Ghostofsnow said:
nah, lithe and overcome give more mileage overall and dont make you waste time mending. new dead hard is high risk, medium reward with demanding timing
Dead hard is reliable though.
Lithe needs a vault.
And don't get me started on Overcome
Dead vs any kind of oneshot, dead vs plague, mostly dead vs Legion, dead of hook unless you bring OtR which makes the whole not having to mend argument flawed. Killer finds you before you're healed? Dead perk.
Overcome is beginner friendly and that's about it. Still think it's one of the worst exhaustion perks in the game. Too often it does nothing.
-
Let's change dark souls 2 so that whenever you take a hit you die
After all Otz did beat it without taking a hit. If you can't it's just skill issue.
-
I feel that on a whole the patch didn't change the balance of the game that much.
It's still whoever brings the strongest stuff sided.
The only difference is that at base it was slightly survivor sided before the patch and now slightly killer sided
And yes slightly. I can agree that a fully decked out blight or nurse is impossible as a solo but the patch did not make the 2 slowdown perk ghostface unbeatable
IF the survivors actually try, the mid range killers are still very beatable.
-
The only change to sprint burst i want to see is a tooltip in the loading screen that says that you don't have to walk absolutely everywhere if you have sprint burst equiped
-
I have banned thana from my Legion builds so there are some of us who are cool
-
I saw a couple who tried to dead hard for distance
It was very sad
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3097962#Comment_3097962
You can't use it like a gps because there is a cool down on the perk after you throw a pallet or hit a window in a chase it's not just a constant aura reading
That was removed some time ago
As for op it's just a very strong perk
It was strong before the buff
Imo it's a contender for best soloq perk. I'm sure that for 75+% of survivors WoO would extent chases more then any exhaustion perk would
People write it off as a training wheel perk cause you "can learn pallet spawns" but are very dishonest with themself about how well they know said spawns
-
Slowdowns stack multiplicatively so thana and penti together are 45.4% slowdown.
Also yeah people have already figured this out. Some of those numbers need to go down a bit to reflect the new gen times.
I thought the whole point of the base gen time increase was to not make slowdown neccecary and not make it more powerfull
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3095975#Comment_3095975
Dailies, logins, Tome challenges, that stuff is limited.
I used BBQ/WGLF every match. Any day when I played, I'd make a couple hundred thousand at least just from the stacks. Not to mention, beyond the BP, it felt rewarding. I had a goal that wasn't just "kill" or "escape." It was something I could do every match and it made my matches more enjoyable.
I played during the Double Rift Fragment event every day. My BP gains felt awful. I completed the newest Tome level 1, did Dailies, collected every login bonus, but not having the BBQ/WGLF stacks meant my earnings were half of what they usually are. I earn maybe 2k to 4k more in a match due to the raised caps, but that in no way makes up for it not being doubled.
I'm having the complete opposite experience. I'm surprised at how steadilly the bp is still coming in without having to sacrifice 1/4th of my build
Ofcourse the more matches you play the more bbq did. If you're someone who plays 10+ matches a day you'll probably feel it a bit more but if you play that much then you will reach the point of having all the perks you want sooner rather then later. With or without bbq
For casual players. I don't think the difference is that big
-
@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3095911#Comment_3095911
You're downplaying the time sink required to reach Level 50.
It undeniably takes longer to unlock every perk now, than it did before the update. Especially for those playing at this time without any BP bonuses. Players who already had every perk unlocked are just running victory laps, and do not need their grind reduced as much as those who are just starting out.
That's also something i think people are overplaying a bit.
You don't need every single thing unlocked in DbD. The mayority of the perks are meme/ for fun.
How long would it take to get the top 10 non killer specific meta perks on every single killer in the old version vs the new version?
Cause once you have that all the perks for fun is something you can casually work towards
And before you bust out a calculator to answer that question let me stop you to think about the madness it would be to calculate that with the random nature of the old version
Which is another huge point. Even IF the grind was increased overall i would still prefer the new system. Any perk is at max 50 levels away to get on tier 1 on every character.
It's so much more fluid then the old one that i really don't care how much longer it would take to unlock absolutelly everything.
Most new players also don't care about that. They want to play with a specific thing and no longer having to praise rngezus to get it feels great
-
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3095946#Comment_3095946
they..doubled your BP gain..
They doubled your bp earned in a match
Play 3 matches
25k on avarage per match means 75k earned
Bbq earned 75k
You did a dailly for 30k
You completed 2 archive challenges one 25k and one 35k
In one of the matches you used a pudding for 25k
265k bp earned
28% was from bbq
Quite a chunk but nowhere near doubled
That's without rank rewards, any login bonusses and only a single offering. Survivors throwing in bps or cakes and the amount bbq does shrinks very fast. The higher end of archives give 50-60k
A lot of the bp we earn is outside of the match. Bbq didn't affect that
There is a dailly login bonus going on now for 50k. That's 2 avarage matches worth of bbq vallue jusy for login in
-
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3095911#Comment_3095911
You see the issue is that getting to that Level 50 is harder due to much lower BP gain.
Also the attitude of "not much grind to begin with" is stupid. That's literally the survivor grind. Any new player will go through that and very few survivor players unlock all perks on everyone.
If you go through the numbers there is not that much lower bp gain then before
The stack perks only affected bp gained in a match. Daillies, archives, login bonuses, rank rewards, offerings, etc... weren't affected by it.
Double true for survivors as getting max stacks of wglf was a lot harder then bbq
Especially with how they increased the cap per catogory to 10k it really isn't that big a difference anymore.
The community in general always overvaluated the stack perks. They did not do as much as people thought they did
-
@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3069378#Comment_3069378
New players absolutely have been screwed.
Old System
All 3 Teachables Unlocked by Lvl 40
New System
Zero Teachables Unlocked until Lvl 50
Tell me how the new system is better?
Previously, one could even stop investing in a character at Lvl 30, if they only cared about the first teachable.
The only people this "grind reduction" helps are those looking to P3 every character and have every perk available on all characters. This new system screws those who just bought the game and want flexibility in their builds.
Old system meant you could start seeing them once unlocked at level 40
New system all character have the perk at tier one at level 50
Those 10 extra levels will very quickly become benificial if you play multiple characters
And if you are only playing one, did you really have a grind to begin with? Reducing the grind does not equal completely getting rid of any progression system whatsoever.
Maxing out one character wasen't hard before the change and the change didn't make it that much harder
Even survivors have character specific daillies or tomes who are a lot easier now you actually have perks on them without investing that hard
Whatever the math is. This change is miles better then it was before. So happy that now when there is a tome for a survivor you don't see a ton of that survivor without any decent perk what so ever
-
@Coffe_e said:
https://forum.deadbydaylight.com/en/discussion/comment/3095147#Comment_3095147
That's fair, but I feel he's still in the same spot relative to the cast since EVERYONE got those changes y'know? He'll still be on the low end, able to be messed with easily compared to someone like Billy or Wraith.
While everybody had those changes i think trapper benifited the most of anyone of them
I don't think he's high tier or something but he definitivelly isn't in the same spot relative to the rest of the cast
His setup time was always his biggest downfall and he has more time now
And while almost every killer struggled with dead hard none of them had their power turned against them like i framing through traps did
Even some of the nerfs like corrupt barelly affected him
-
Honestly i think with the latest global buff trapper really isn't that weak anymore
I'm not sure if he still needs help